return;
}
game.shldup = true;
- game.shldchg = 1;
+ game.shldchg = true;
if (game.condition != docked) game.energy -= 50.0;
prout(_("Shields raised."));
if (game.energy <= 0) {
return;
}
game.shldup=false;
- game.shldchg=1;
+ game.shldchg=true;
prout(_("Shields lowered."));
game.ididit = true;
return;
}
}
+static int randdevice(void)
+/* choose a device to damage, at random. */
+{
+ /*
+ * Quoth Eric Allman in the code of BSD-Trek:
+ * "Under certain conditions you can get a critical hit. This
+ * sort of hit damages devices. The probability that a given
+ * device is damaged depends on the device. Well protected
+ * devices (such as the computer, which is in the core of the
+ * ship and has considerable redundancy) almost never get
+ * damaged, whereas devices which are exposed (such as the
+ * warp engines) or which are particularly delicate (such as
+ * the transporter) have a much higher probability of being
+ * damaged."
+ *
+ * This is one place where OPTION_PLAIN does not restore the
+ * original behavior, which was equiprobable damage across
+ * all devices. If we wanted that, we'd return NDEVICES*Rand()
+ * and have done with it. Also, in the original game, DNAVYS
+ * and DCOMPTR were the same device.
+ *
+ * Instead, we use a table of weights similar to the one from BSD Trek.
+ * BSD doesn't have the shuttle, shield controller, death ray, or probes.
+ * We don't have a cloaking device. The shuttle got the allocation
+ * for the cloaking device, then we shaved a half-percent off
+ * everything to have some weight to give DSHCTRL/DDRAY/DDSP.
+ */
+ static int weights[NDEVICES] = {
+ 105, /* DSRSENS: short range scanners 10.5% */
+ 105, /* DLRSENS: long range scanners 10.5% */
+ 120, /* DPHASER: phasers 12.0% */
+ 120, /* DPHOTON: photon torpedoes 12.0% */
+ 25, /* DLIFSUP: life support 2.5% */
+ 65, /* DWARPEN: warp drive 6.5% */
+ 70, /* DIMPULS: impulse engines 6.5% */
+ 145, /* DSHIELD: deflector shields 14.5% */
+ 30, /* DRADIO: subspace radio 3.0% */
+ 45, /* DSHUTTL: shuttle 4.5% */
+ 15, /* DCOMPTR: computer 1.5% */
+ 20, /* NAVCOMP: navigation system 2.0% */
+ 75, /* DTRANSP: transporter 7.5% */
+ 20, /* DSHCTRL: high-speed shield controller 2.0% */
+ 10, /* DDRAY: death ray 1.0% */
+ 30, /* DDSP: deep-space probes 3.0% */
+ };
+ int sum, i, idx = Rand() * 1000.0; /* weights must sum to 1000 */
+
+ for (i = sum = 0; i < NDEVICES; i++) {
+ sum += weights[i];
+ if (idx < sum)
+ return i;
+ }
+ return -1; /* we should never get here, but this quiets GCC */
+}
+
void ram(bool ibumpd, feature ienm, coord w)
/* make our ship ram something */
{
double hardness, extradm;
- int icas, m;
+ int icas, m, ncrits;
prouts(_("***RED ALERT! RED ALERT!"));
skip(1);
prout(_("***Sickbay reports %d casualties"), icas);
game.casual += icas;
game.state.crew -= icas;
- for (m=0; m < NDEVICES; m++) {
- if (m == DDRAY)
- continue; // Don't damage deathray
- if (game.damage[m] < 0)
+ /*
+ * In the pre-SST2K version, all devices got equiprobably damaged,
+ * which was silly. Instead, pick up to half the devices at
+ * random according to our weighting table,
+ */
+ ncrits = Rand() * (NDEVICES/2);
+ for (m=0; m < ncrits; m++) {
+ int dev = randdevice();
+ if (game.damage[dev] < 0)
continue;
extradm = (10.0*hardness*Rand()+1.0)*game.damfac;
- game.damage[m] += game.optime + extradm; /* Damage for at least time of travel! */
+ /* Damage for at least time of travel! */
+ game.damage[dev] += game.optime + extradm;
}
game.shldup = false;
+ prout(_("***Shields are down."));
if (KLINGREM) {
pause_game(true);
dreprt();
if (iquad==IHDOT) continue;
/* hit something */
setwnd(message_window);
- skip(1); /* start new line after text track */
+ if (damaged(DSRSENS) && !game.condition==docked)
+ skip(1); /* start new line after text track */
switch(iquad) {
case IHE: /* Hit our ship */
case IHF:
*hit = fabs(*hit);
newcnd(); /* we're blown out of dock */
/* We may be displaced. */
- if (game.landed==1 || game.condition==docked) return; /* Cheat if on a planet */
+ if (game.landed || game.condition==docked)
+ return; /* Cheat if on a planet */
ang = angle + 2.5*(Rand()-0.5);
temp = fabs(sin(ang));
if (fabs(cos(ang)) > temp) temp = fabs(cos(ang));
q->planet = NOPLANET;
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = 0;
- game.plnet.x = game.plnet.y = 0;
+ invalidate(game.plnet);
game.quad[w.x][w.y] = IHDOT;
- if (game.landed==1) {
+ if (game.landed) {
/* captain perishes on planet */
finish(FDPLANET);
}
q->planet = NOPLANET;
DESTROY(&game.state.plnets[game.iplnet]);
game.iplnet = 0;
- game.plnet.x = game.plnet.y = 0;
+ invalidate(game.plnet);
game.quad[w.x][w.y] = IHDOT;
- if (game.landed==1) {
+ if (game.landed) {
/* captain perishes on planet */
finish(FDPLANET);
}
- prout("You have just destroyed an inhabited planet.");
- prout("Celebratory rallies are being held on the Klingon homeworld.");
+ prout(_("You have just destroyed an inhabited planet."));
+ prout(_("Celebratory rallies are being held on the Klingon homeworld."));
return;
case IHSTAR: /* Hit a star */
if (Rand() > 0.10) {
ncrit = 1.0 + hit/(500.0+100.0*Rand());
proutn(_("***CRITICAL HIT--"));
/* Select devices and cause damage */
- for (loop1 = 0; loop1 < ncrit && 0 < NDEVICES; loop1++) {
+ for (loop1 = 0; loop1 < ncrit; loop1++) {
do {
- j = NDEVICES*Rand();
+ j = randdevice();
/* Cheat to prevent shuttle damage unless on ship */
} while
- (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft!=1) || j==DDRAY);
+ (game.damage[j]<0.0 || (j==DSHUTTL && game.iscraft != onship));
cdam[loop1] = j;
extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()));
game.damage[j] += extradm;
{
/* torps_ok == false forces use of phasers in an attack */
int percent, loop, iquad;
- bool itflag, atackd = false, attempt = false, ihurt = false;
+ bool usephasers, atackd = false, attempt = false, ihurt = false;
double hit, pfac, dustfac, hitmax=0.0, hittot=0.0, chgfac=1.0, r;
coord jay;
enum loctype where = neither;
- game.iattak = 1;
- if (game.alldone) return;
- if (idebug) prout("=== ATTACK!");
+ /* game could be over at this point, check */
+ if (game.alldone)
+ return;
+
+ if (idebug)
+ prout("=== ATTACK!");
- if (game.ithere) movetho();
+ /* Tholian gewts to move before attacking */
+ if (game.ithere)
+ movetho();
+ /* if you have just entered the RNZ, you'll get a warning */
if (game.neutz) { /* The one chance not to be attacked */
game.neutz = false;
return;
}
- if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok) movcom();
- if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry)) return;
+
+ /* commanders get a chance to tac-move towards you */
+ if ((((game.comhere || game.ishere) && !game.justin) || game.skill == SKILL_EMERITUS) && torps_ok)
+ movcom();
+
+ /* if no enemies remain after movement, we're done */
+ if (game.nenhere==0 || (game.nenhere==1 && iqhere && !iqengry))
+ return;
+
+ /* set up partial hits if attack happens during shield status change */
pfac = 1.0/game.inshld;
- if (game.shldchg == 1) chgfac = 0.25+0.5*Rand();
+ if (game.shldchg) chgfac = 0.25+0.5*Rand();
+
skip(1);
- if (game.skill <= SKILL_FAIR) where = sector;
+
+ /* message verbosity control */
+ if (game.skill <= SKILL_FAIR)
+ where = sector;
+
for_local_enemies(loop) {
if (game.kpower[loop] < 0) continue; /* too weak to attack */
- /* compute hit strength and diminsh shield power */
+ /* compute hit strength and diminish shield power */
r = Rand();
/* Increase chance of photon torpedos if docked or enemy energy low */
if (game.condition == docked) r *= 0.25;
jay = game.ks[loop];
iquad = game.quad[jay.x][jay.y];
if (iquad==IHT || (iquad==IHQUEST && !iqengry)) continue;
- itflag = (iquad == IHK && r > 0.0005) || !torps_ok ||
+ /* different enemies have different probabilities of throwing a torp */
+ usephasers = !torps_ok || \
+ (iquad == IHK && r > 0.0005) ||
(iquad==IHC && r > 0.015) ||
(iquad==IHR && r > 0.3) ||
(iquad==IHS && r > 0.07) ||
(iquad==IHQUEST && r > 0.05);
- if (itflag) {
- /* Enemy uses phasers */
+ if (usephasers) { /* Enemy uses phasers */
if (game.condition == docked) continue; /* Don't waste the effort! */
attempt = true; /* Attempt to attack */
dustfac = 0.8+0.05*Rand();
hit = game.kpower[loop]*pow(dustfac,game.kavgd[loop]);
game.kpower[loop] *= 0.75;
}
- else { /* Enemy used photon torpedo */
+ else { /* Enemy uses photon torpedo */
double course = 1.90985*atan2((double)game.sector.y-jay.y, (double)jay.x-game.sector.x);
hit = 0;
proutn(_("***TORPEDO INCOMING"));
return; /* Supernova or finished */
if (hit == 0) continue;
}
- if (game.shldup || game.shldchg != 0 || game.condition==docked) {
+ /* incoming phaser or torpedo, shields may dissipate it */
+ if (game.shldup || game.shldchg || game.condition==docked) {
/* shields will take hits */
double absorb, hitsh, propor = pfac*game.shield*(game.condition==docked ? 2.1 : 1.0);
- if(propor < 0.1) propor = 0.1;
+ if (propor < 0.1) propor = 0.1;
hitsh = propor*chgfac*hit+1.0;
- atackd = true;
absorb = 0.8*hitsh;
if (absorb > game.shield) absorb = game.shield;
game.shield -= absorb;
hit -= hitsh;
- if (game.condition==docked) dock(false);
- if (propor > 0.1 && hit < 0.005*game.energy) continue;
+ /* taking a hit blasts us out of a starbase dock */
+ if (game.condition == docked)
+ dock(false);
+ /* but the shields may take care of it */
+ if (propor > 0.1 && hit < 0.005*game.energy)
+ continue;
}
- /* It's a hit -- print out hit size */
- atackd = true; /* We weren't going to check casualties, etc. if
- shields were down for some strange reason. This
- doesn't make any sense, so I've fixed it */
+ /* hit from this opponent got through shields, so take damage */
ihurt = true;
proutn(_("%d unit hit"), (int)hit);
- if ((damaged(DSRSENS) && itflag) || game.skill<=SKILL_FAIR) {
+ if ((damaged(DSRSENS) && usephasers) || game.skill<=SKILL_FAIR) {
proutn(_(" on the "));
crmshp();
}
- if (!damaged(DSRSENS) && itflag) {
+ if (!damaged(DSRSENS) && usephasers) {
proutn(_(" from "));
crmena(false, iquad, where, jay);
}
hittot += hit;
fry(hit);
game.energy -= hit;
- if (game.condition==docked)
- dock(false);
}
if (game.energy <= 0) {
/* Returning home upon your shield, not with it... */
/* Added mv to allow enemy to "move" before dying */
int i,j;
- skip(1);
crmena(true, type, sector, mv);
- /* Decide what kind of enemy it is and update approriately */
+ /* Decide what kind of enemy it is and update appropriately */
if (type == IHR) {
/* chalk up a Romulan */
game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans--;
else if (type == IHQUEST) {
/* Killed a Thingy */
iqhere = iqengry = false;
- thing.x =thing.y = 0;
+ invalidate(thing);
}
else {
/* Some type of a Klingon */
case IHC:
game.comhere = false;
for_commanders (i)
- if (game.state.kcmdr[i].x==game.quadrant.x && game.state.kcmdr[i].y==game.quadrant.y) break;
+ if (same(game.state.kcmdr[i], game.quadrant))
+ break;
game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom];
game.state.kcmdr[game.state.remcom].x = 0;
game.state.kcmdr[game.state.remcom].y = 0;
case IHS:
game.state.nscrem--;
game.ishere = false;
- game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = game.iscate = 0;
+ game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0;
+ game.iscate = false;
unschedule(FSCMOVE);
unschedule(FSCDBAS);
break;
game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom);
/* Remove enemy ship from arrays describing local conditions */
- if (is_scheduled(FCDBAS) && game.battle.x==game.quadrant.x && game.battle.y==game.quadrant.y && type==IHC)
+ if (is_scheduled(FCDBAS) && same(game.battle, game.quadrant) && type==IHC)
unschedule(FCDBAS);
for_local_enemies(i)
if (same(game.ks[i], w)) break;
double targ[4][3], course[4];
double r, dummy;
int key, n, i;
- bool osuabor;
game.ididit = false;
}
game.ididit = true;
/* Loop for moving <n> torpedoes */
- osuabor = false;
- for (i = 1; i <= n && !osuabor; i++) {
+ for (i = 1; i <= n; i++) {
if (game.condition != docked) game.torps--;
r = (Rand()+Rand())*0.5 -0.5;
if (fabs(r) >= 0.47) {
skip(1);
if (i < n)
prout(_(" Remainder of burst aborted."));
- osuabor = true;
if (Rand() <= 0.2) {
prout(_("***Photon tubes damaged by misfire."));
game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand());
- break;
}
+ break;
}
if (game.shldup || game.condition == docked)
r *= 1.0 + 0.0001*game.shield;
int icas;
skip(1);
- if (Rand() < .998) {
+ if (Rand() < 0.998) {
prout(_("Shields lowered."));
return false;
}
{
double hits[21], rpow=0, extra, powrem, over, temp;
int kz = 0, k=1, i, irec=0; /* Cheating inhibitor */
- bool ifast = false, no = false, ipoop = true, msgflag = true;
+ bool ifast = false, no = false, itarg = true, msgflag = true;
enum {NOTSET, MANUAL, FORCEMAN, AUTOMATIC} automode = NOTSET;
int key=0;
skip(1);
- /* SR sensors and Computer */
- if (damaged(DSRSENS) || damaged(DCOMPTR)) ipoop = false;
+ /* SR sensors and Computer are needed fopr automode */
+ if (damaged(DSRSENS) || damaged(DCOMPTR))
+ itarg = false;
if (game.condition == docked) {
prout(_("Phasers can't be fired through base shields."));
chew();
}
}
else if (isit("automatic")) {
- if ((!ipoop) && game.nenhere != 0) {
+ if ((!itarg) && game.nenhere != 0) {
automode = FORCEMAN;
}
else {
prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
- else if (!ipoop)
+ else if (!itarg)
automode = FORCEMAN;
else
automode = AUTOMATIC;
prout(_("Energy will be expended into space."));
automode = AUTOMATIC;
}
- else if (!ipoop)
+ else if (!itarg)
automode = FORCEMAN;
else
proutn(_("Manual or automatic? "));
}
if (key != IHREAL && game.nenhere != 0) {
prout(_("Phasers locked on target. Energy available: %.2f"),
- ifast?game.energy-200.0:game.energy,1,2);
+ ifast?game.energy-200.0:game.energy);
}
irec=0;
do {
irec+=fabs(game.kpower[i])/(PHASEFAC*pow(0.90,game.kdist[i]))*
(1.01+0.05*Rand()) + 1.0;
kz=1;
- proutn(_("(%d) units required. "), irec);
+ proutn(_("%d units required. "), irec);
chew();
proutn(_("Units to fire= "));
key = scan();
chew();
key = IHEOL;
if (damaged(DCOMPTR))
- prout(_("Battle comuter damaged, manual file only."));
+ prout(_("Battle computer damaged, manual fire only."));
else {
skip(1);
prouts(_("---WORKING---"));
}
if (key == IHEOL) {
chew();
- if (ipoop && k > kz)
+ if (itarg && k > kz)
irec=(fabs(game.kpower[k])/(PHASEFAC*pow(0.9,game.kdist[k])))*
(1.01+0.05*Rand()) + 1.0;
kz = k;
key = scan();
}
if (key == IHALPHA && isit("no")) {
- no = 1;
+ no = true;
key = scan();
continue;
}
else /* decide whether or not to emasculate klingon */
if (kpow > 0 && Rand() >= 0.9 &&
kpow <= ((0.4 + 0.4*Rand())*kpini)) {
- prout(_("***Mr. Spock- \"Captain, the vessel at "),
+ prout(_("***Mr. Spock- \"Captain, the vessel at %s"),
cramlc(sector, w));
prout(_(" has just lost its firepower.\""));
game.kpower[kk] = -kpow;